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+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#include "common/file.h"
+#include "common/savefile.h"
+
+#include "m4/m4.h"
+#include "m4/saveload.h"
+#include "m4/sprite.h"
+
+namespace M4 {
+
+const char *orionSavesList = "saves.dir";
+
+SaveLoad::SaveLoad(M4Engine *vm) : _vm(vm) {
+ // For Orion Burger, check the existance of a 'saves.dir' file to determine whether to
+ // act exactly like the original. Otherwise, we'll use the ScummVM standard, where we'll
+ // keep all the data for a savegame in a single file
+
+ Common::File file;
+ _emulateOriginal = file.exists(orionSavesList);
+}
+
+const char *SaveLoad::generateSaveName(int slotNumber) {
+ static char buffer[15];
+
+ sprintf(buffer, _emulateOriginal ? "burg%.3d.sav" : "burger.%.3d", slotNumber);
+ return buffer;
+}
+
+bool SaveLoad::hasSaves() {
+ // Return true if a savegame file exists for the first slot
+
+ if (_emulateOriginal) {
+ Common::File f;
+ return f.exists(generateSaveName(1));
+
+ } else {
+ Common::ReadStream *f = _vm->saveManager()->openForLoading(generateSaveName(1));
+ if (f == NULL)
+ return false;
+
+ delete f;
+ return true;
+ }
+}
+
+SaveGameList *SaveLoad::getSaves() {
+ SaveGameList *result = new SaveGameList();
+ char saveName[MAX_SAVEGAME_NAME];
+ Common::ReadStream *f = NULL;
+
+ if (_emulateOriginal) {
+ Common::File *saveFile = new Common::File();
+ saveFile->open(orionSavesList);
+ f = saveFile;
+ }
+
+ for (int slotNumber = 1; slotNumber <= 99; ++slotNumber) {
+ if (_emulateOriginal) {
+ // Read in savegame name from save directory
+ bool isPresent = (f->readByte() != 0);
+ f->read(&saveName[0], MAX_SAVEGAME_NAME);
+
+ if (isPresent)
+ result->push_back(Common::String(saveName));
+ else {
+ result->push_back(Common::String());
+ }
+
+ } else {
+ // Read in savegame name from savegame files directly
+ Common::ReadStream *saveFile = _vm->saveManager()->openForLoading(
+ generateSaveName(slotNumber));
+ if (!saveFile) {
+ // No savegame prsent at that slot
+ result->push_back(Common::String());
+ } else {
+ // Skip over byte offset
+ assert(saveFile->readUint32LE() < 0x100);
+
+ // Read in savegame name
+ saveFile->read(&saveName[0], MAX_SAVEGAME_NAME);
+ result->push_back(Common::String(saveName));
+
+ delete saveFile;
+ }
+ }
+ }
+
+ if (_emulateOriginal)
+ delete f;
+
+ return result;
+}
+
+M4Surface *SaveLoad::getThumbnail(int slotNumber) {
+ Common::SeekableReadStream *saveFile;
+ uint32 dataOffset;
+
+ if (_emulateOriginal) {
+ // Get savegame file from original game folder
+ Common::File *f = new Common::File();
+ if (!f->open(generateSaveName(slotNumber))) {
+ delete f;
+ return NULL;
+ }
+
+ saveFile = f;
+ } else {
+ // Open up savegame for access via savefile manager
+ saveFile = _vm->saveManager()->openForLoading(generateSaveName(slotNumber));
+ }
+ if (!saveFile)
+ return NULL;
+
+ dataOffset = saveFile->readUint32LE();
+ assert(dataOffset < 0x100);
+ saveFile->seek(dataOffset, SEEK_CUR);
+
+ // Read in the sprite data
+
+ saveFile->seek(16, SEEK_CUR);
+ int width = saveFile->readUint32LE();
+ int height = saveFile->readUint32LE();
+ saveFile->seek(21, SEEK_CUR);
+ saveFile->readUint32LE(); // sprite data size
+
+ M4Sprite *result = new M4Sprite(saveFile, 0, 0, width, height);
+ delete saveFile;
+
+ return result;
+}
+
+bool SaveLoad::load(int slotNumber) {
+ // TODO: Currently it's hardcoded to return a failure
+ return false;
+}
+
+bool SaveLoad::save(int slotNumber, Common::String saveName) {
+ // TODO: Currently it's hardcoded to return a failure
+ return false;
+}
+
+
+} // End of namespace M4